CaptureTheFlag
Seeds the capture-the-flag session option, which no longer reaches the game.
The engine accepts and loads it, but no gameplay code uses the stored value.
- Applies to
- global rules
- File
rules.ini- Section
[MultiplayerDefaults]- Value
- boolean
- When omitted
no- Used by the game
- No — loaded but not used
The value seeds a multiplayer session option of the same name as the rules are read, alongside the other [MultiplayerDefaults] options. That option is sent to the other machines during setup, a guest takes the host’s, and a Westwood Online game advertises it — but nothing carries it into the scenario flag the game logic consults.
With the flag on, and with Bases on as well, each house’s BaseUnit is given that house’s own flag as it is placed. Carrying it halves the unit’s speed and stops it cloaking — it shimmers instead — and the flag drops back onto the ground when the unit deploys or is otherwise taken off the map. A house that is defeated has its flag taken away.